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Sword of the Sea review - heaven really is a half-pipe
Game Reviews

Sword of the Sea review – heaven really is a half-pipe

by admin August 18, 2025


Movement, meaning and mindfulness combine in Giant Squid’s latest, a game of free-form expression and flow.

What do we actually mean, when we call a game rewarding? I reckon typically it’s one of two things. First you have games that reward you for playing them well: rewards are given in return for achievement or superlative skill – a new outfit, a Legendary Cuirass, a skill point or two. Then you have the ones where you’re awarded simply for playing the game at all, that kind of external stimulus for engagement. The Skinner box method, basically, where you get daily bonuses for everything from simply logging in to maxing out your battle pass. What Sword of the Sea reminded me, as I lanced my way through desert dunes, 720’d my way across cliff edges, nosedived off a mountain face, or just awkwardly bunny hopped my way along a ledge I wasn’t sure I was actually meant to climb, is that there’s a third way. A game that rewards you neither for just playing nor for playing well, but for playing it right.

Sword of the Sea review

  • Developer: Giant Squid
  • Publisher: Giant Squid
  • Platform: Played on PS5
  • Availability: Out 19th August on PC (Steam, Epic), PS5

In reality this is really a bit of good old Game Design 101 – and Sword of the Sea feels like such a game designer’s game. What I mean is it’s instructional. Sword of the Sea uses rewards to teach, elegantly and (almost) wordlessly. But before I give you an example I should probably take a beat to explain exactly what it is.

Sword of the Sea is a skateboarding game. It’s also a surfing game. And a snowboarding game. It’s also not really like any of those kinds of games, at least not in the way you might have them in your head. And it’s also, kind of, just Zelda.

In the beginning, like in all good games of exploration and beautiful worlds, you start in a cave. A few quick lessons later – jump, skate a half-pipe, pay the mysterious vendor their toll – and you’re out. Rolling dunes – really waves of sand – invite you onwards, to the archetypal opening-credits cliff edge and a view over all there is to be conquered. And then, yes, a big old ramp. Your goal in Sword of the Sea is to return water to this dried out, ruined world. You carve through it looking for simple clues and following them to logical conclusion, and between those two points, the time between A and B, is all the magic. You jump, flip, grind, skid, spin, and trick your way across the world, a needle with a searing blue thread, weaving life back into the seams of nature.

Here’s a Sword of the Sea trailer to show it in motion.Watch on YouTube

Where Sword of the Sea differs from so many skate-surf-board games before it is in its forgivingness. Typically these kinds of games are hard. Or if not hard, at least a challenge, often with that sense of challenge baked right into it, in fact, delivered via imperative. Get a high score. Chase a combo. Survive. Extreme sports like these are extreme, after all, much of their thrill coming from the closeness with which you can get yourself to death. So it goes in, say, Lonely Mountains: Downhill, a game that tangles mindfulness with downhill sports with supreme skill, but which places great big emphasis on the crunch of failure (which if you’re anything like me happens quite often). With Tony Hawk there’s always a stumble waiting for you if your timing’s off, a trip hazard lurking either side of the beat. SSX Tricky pits you against others as well as yourself, always at the edge of chaos, and where the timer is god.

None of these are complaints! It’s just that Sword of the Sea opts for a different route. What’ll strike you, as you glide across that opening desert, is how forgiving it is. Miss a jump and there’s always a way back, a minor detour to make at most. Fail to land a trick and, well, so what? You keep riding, rhythm effectively unbroken. And those jumps are pretty hard to miss anyway: the sense with Sword of the Sea is that it doesn’t want you to fail. And so jellyfish, which might awaken as makeshift floating jump pads after you release water over a certain area, will actually just slightly drift towards you as you fling yourself towards them. Certain ledges feel almost a little magnetised. Little golden prisms, your only currency for spending with the mysterious vendor, hoover themselves up as you get nearby. The clusters of lamps that you light by surfing over them will trigger when you light up most of them. Imprecision, ultimately, is fine. There’s a minor challenge in just plotting a path and pulling it off, but Sword of the Sea is never truly exacting. It’s about feeling good more than being good. Good vibes and serenity triumph over all.

The simple premise: complete fairly simple platforming puzzles in a given area to restore it to life. | Image credit: Giant Squid / Eurogamer

Where does Zelda come in? Well, there’s the lone, wandering hero, the ruined land, the prophesied sword. There’s pots to be smashed, chests to be opened, a world to be healed, with only a series of vast pseudo dungeons filled with gentle environmental puzzles in the way. The question’s not so much where you find Zelda in Sword of the Sea, as it is where Sword of the Sea would be without it. And from Zelda flows so much of the other inspiration here, of course. There’s a faint whiff of Shadow of the Colossus, for instance, with the game’s wordlessness and its vast, mysterious antagonist.

I want to say there’s a smidge of Sayonara Wild Hearts in here too – nothing to do with Zelda now – if only in the way your occasionally tunnelled movement is carried on a bit of signature score from Austin Wintory, developer Giant Squid’s long-time collaborator on Abzû, The Pathless, and before that with studio head Matt Nava on Journey. It’s tempting to say the whimsy and wonder of a soaring choir and twinkling piano in this type of deeply pretty, makes-you-feel-things indie is a little played out. But it isn’t. Wintory is rarely in the way here; the music lifts and floats, and also subtly drives you on. (As an aside, Sword of the Sea also makes maybe the best use of the DualSense’s speaker and rumble combo that I can remember, at least since Returnal, as it plays the role of dedicated sword-board microphone, playing out all the shimmers, flicks and carves – I’d actually recommend playing without headphones so you can enjoy it.)

Image credit: Giant Squid / Eurogamer

Now, where’s all this instruction-and-reward business, then? Well, imagine you’re approaching a big door, the point very much being that you need to walk through it now to get to the next area. But what if you’re one of those people who, maybe a little compulsively, likes to check they haven’t missed anything, that some ledge way over there, which has just a little more light on it, seems just a little more prominent than the rest of the background wall, might be something you could hop on? What if, next to that big door in the otherwise solid, semi-unremarkable mountainside, there was a miniscule bit of path off to one side – the amount that might seem totally innocuous, accidental even. And what if that path actually went somewhere?

This is the lesson Sword of the Sea has for you, and it almost feels wrong to spoil it: every time you think something might be somewhere, or something might be worth just quickly checking out, quickly trying, the answer is a resounding yes. Sword of the Sea loves hiding things – often these things are very small, borderline pointless beyond the fact they’re hidden, and you’ve found them – and it hides them exactly where you want them to be hidden. And that’s where the lesson comes in. The first time your curiosity strikes, inevitably you’re rewarded, just with a little hat tip, a kind of silent designer’s nod. And so therefore every single time it strikes again, you know it’s worth a look. If you’ve ever had that urge, when you were a kid, to try and leap over the edge of a map, to break the confines of the game, to get on top of the unscalable wall, round the back of the walled-off castle, Sword of the Sea quietly, subtly encourages you to do it.

Image credit: Giant Squid / Eurogamer

There’s a minor snag or two, albeit only minor. A couple of moments where you change what you’re riding, which I won’t spoil, are maybe the only times where Sword of the Sea’s controls feel a tad skew-whiff, an attempt at temporary hyper-responsiveness actually coming back a little too responsive. And its final moments, while stunning and necessary to conclude its story of ageless conflict, maybe don’t hit quite as hard as the sheer joy of open-world movement itself.

But then, ta-da! A final flourish. If you’re wondering if you can just free-roam around this game, go express yourself, play out with a little flair, the answer is yes. The answer to so many questions you might have in Sword of the Sea – will I get to…? Will this eventually…? Is this detour worth it? – is yes, in fact. Where once the world was a place to explore with a bit of pazzazz, sure, it eventually becomes sheer playground, a domain with which you have new means to master, your perspective shifted through a neat mechanical tweak.

Sword of the Sea accessibility options

Remappable controller and controller presets. Invert vertical/horizontal options. Separate Audio toggles for general, music, sound effects, and controller sounds. Settings for camera follow, sensitivity, shake, motion blur and persistent dot.

And gosh is it pretty. As well as that ocean of desert you’ll float through nautical, abandoned city rooftops; scorch a line through ice; xylophone your way up giant, skeletal spines; scream across mountainsides. Sword of the Sea knows the power of putting you at the top of a steep hill and showing you the world. As it does the power of cause and effect. Of the instructional nature of play and the expressive, free-form nature of it too. It’s a game, like all of those others, about the deep, personal connection we’re able to form with the natural world by using it, being in perpetual contact with it, or simply flying through it at speed. The mindfulness of giving over a bit of control to the waves, the powder, the half-pipe’s immaculate curve and letting the world move you for once, instead of you fighting to move it. “It’s really about how movement is a way for you to connect with the world,” as Nava put it to me earlier this year. “You’re going fast down the mountain; you get to see all of the mountain very quickly. It’s the closest you can be to being everywhere at once.” Just how good do you reckon that feels?

A copy of Sword of the Sea was provided for this review by Giant Squid.



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August 18, 2025 0 comments
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Far-Right ‘Appeal to Heaven’ Flag Flown Above Government Agency in DC
Gaming Gear

Far-Right ‘Appeal to Heaven’ Flag Flown Above Government Agency in DC

by admin June 18, 2025


A controversial “Appeal to Heaven” flag that has recently become associated with the “Stop the Steal” movement and Christian nationalism was flown above the Small Business Administration (SBA) agency last week in Washington, DC.

On June 11, Kelly Loeffler, the former senator from Georgia and current administrator of the SBA, participated in a ceremony where a new flag of the United States was raised over the agency’s headquarters. Just beneath that flag, on what appeared to be the same halyard, was an Appeal to Heaven flag. Sources tell WIRED that the “Appeal to Heaven” flag was raised for less than a day.

Though the flag’s roots date to the Revolutionary War, in recent years it has become a popular symbol for the far right. The Appeal to Heaven flag was waved by January 6 rioters at the Capitol in 2021 and has become associated with President Donald Trump’s supporters who deny the outcome of the 2020 presidential election. The flag has also been linked to Christian nationalists, who believe that the US should be a Christian nation rather than a secular one.

“That the Appeal to Heaven flag is being flown on a government building alongside the American flag should be shocking to anyone who doesn’t wish to live in a theocracy,” says Jon Lewis, a research fellow at the Program on Extremism at George Washington University. “The contemporary usage of the Appeal to Heaven flag is synonymous with Christian nationalism, full stop.”

“Those who carried the Appeal to Heaven flag to the Capitol on January 6 did so because they truly believed they had the opportunity to inject Christian fundamentalism into the very foundation of our democracy, and the image of the same flag on the SBA will give them ample evidence they succeeded,” Lewis adds.

Other Republicans have previously shared their support for the Appeal to Heaven flag. Speaker of the House Mike Johnson has displayed the flag outside of his office, and the flag was controversially flown outside of associate justice of the Supreme Court Samuel Alito’s vacation home in New Jersey. In an interview with the Associated Press, Johnson said he did not know that the flag was associated with election deniers. In a letter to lawmakers last year, Alito said the same thing. (Alito also came under fire for the flying of an upside-down American flag at his home in Virginia. An upside-down flag is a distress signal that has, in recent years, become associated with right-wing protesters).

In a June 11 post on her X account, Loeffler wrote, “Today at SBA’s Flag Day Ceremony, we proudly raised a new AMERICAN MADE flag over our headquarters in Washington. It is a privilege to serve under its Stars and Stripes – on behalf of the 34 million small businesses who represent the best of America.” The post, which includes a photograph of the Appeal to Heaven flag and photographs of Loeffler and others seemingly looking up at both flags, is still up.



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June 18, 2025 0 comments
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RGG Studio's Project Century Formally Unveiled As Stranger Than Heaven In New Trailer
Game Updates

RGG Studio’s Project Century Formally Unveiled As Stranger Than Heaven In New Trailer

by admin June 7, 2025


Ryu Ga Gotaku Studio has formally unveiled Stranger Than Heaven, the official title of its in-development game, Project Century. It revealed this during today’s Summer Games Fest showcase with a new gameplay trailer. 

Set in the years 1915 and 1943 (at least), this action game oozes the style and substance of RGG’s Like a Dragon series, but with some 20th-century noir flair, and it looks awesome. When we first saw Project Century last year, we saw a game set in 1915, but in today’s trailer, Stranger Than Heaven brings us to 1943, a different decade. Fortunately, all the fisticuff combat from 1915 remains in this 1943 look at the game, and if these two trailers together are any indication, it seems Stranger Than Heaven will jump between different time periods. 

Check out the Stranger Than Heaven reveal trailer for yourself below: 

 

There’s no release date or projected platforms for Stranger Than Heaven. While waiting to learn more about it, read Game Informer’s feature on the history and future of RGG Studio. 



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June 7, 2025 0 comments
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Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025
Esports

Resident Evil 9, Stranger Than Heaven, and more of the key reveals from Summer Game Fest 2025

by admin June 7, 2025


Geoff Keighley’s annual Summer Game Fest showcase had a few big moments, including a major showing from Capcom, some sharp-looking indie games from well-known developers, and a creative tie-in between Hitman and James Bond by IO Interactive.

Find a selection of 10 key SGF 2025 highlights below, including all-new reveals and several worthwhile updates on already-announced games.

End of Abyss


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Created by Section 9 Interactive, a Malmö-based studio of developers who worked on the Little Nightmares games, and published by Epic Games itself, this was the horror highlight of SGF. In End of Abyss, a combat technician explores a facility that’s riddled with fleshy monsters, in what looks a little like a twin-stick survival horror shooter.

New pathways will emerge in the game as players become stronger, suggesting something of a Metroidvania structure. This one doesn’t have a specific release date yet beyond 2026, but it’s coming to Xbox, PlayStation, and PC.

Lego Voyagers

This two-player Lego game from the developers of Lego Builders Journey left an impression with a simple but perfect pitch: what if you played as a single Lego brick, and the entire game was built around that notion?

Anyone still craving high-value co-op experiences for couch play after finishing this year’s wonderful Split Fiction should keep this beautiful-looking game on their radar. It’s coming to PC and consoles, including the original Nintendo Switch, and will be playable either locally or online (with only one purchase necessary for the latter).

Mina the Hollower


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Mina the Hollower, the long-awaited new game from Shovel Knight developer Yacht Club Games, got a release date of October 31, 2025 during SGF. This trailer will set off fireworks for anyone familiar with its inspirations: Link’s Awakening and the other Game Boy Color Zelda games, for example, as well as the side-scrolling adventures of the Castlevania series.

Marvel’s Deadpool VR

Rather a lot of licensed games made the cut in this Summer Games Fest (who could’ve predicted that this year’s livestream would offer viewers a real-time strategy game tie-in to Game of Thrones, a TV show that ended on a contentious note in 2019?). Meta’s big reveal at SGF was Deadpool VR, another superhero-themed exclusive coming to Quest 3, following last year’s killer app Batman: Arkham Shadow.

This game stars Neil Patrick Harris as Marvel’s Merc with a Mouth, and comes from ‘Splosion Man developer Twisted Pixel. As ever, Deadpool’s delivered-via-sledgehammer meta humour is something of an acquired taste, yet the recent history of pop culture would suggest it’s never been more popular.

Deadpool VR’s first-person combat and storytelling look authentic to the character, which is either a dream come true or a living nightmare, depending on who you ask. It launches exclusively on Quest 3 and 3S in late 2025.

Ill and Mundfish’s push into publishing


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Mundfish, the latest developer to move into publishing, had a big presence in this year’s SGF livestream. That included a colourful-if-muddled trailer for Atomic Heart 2, a follow-up to its 2023 hit FPS.

But perhaps more interesting was the horror-themed FPS Ill, the debut game from studio Team Clout. What could be more frightening than being chased by dozens of decaying bald men, and occasionally, some fetid-looking evil giant babies? This game will launch on PC, Xbox, PlayStation, but it doesn’t have a release date yet.

Scott Pilgrim EX

Considering the Scott Pilgrim graphic novels ended 15 years ago, the longevity of a story about a down-on-his-luck 20-something fighting all his new partner’s exes in sequence continues to amaze. This spiritual sequel to 2010’s acclaimed Ubisoft tie-in Scott Pilgrim Vs The World: The Game sees Scott and six of his pals teaming up to fight three different warring gangs who have taken over Toronto.

Developer Tribute Games (creators of the brilliant Teenage Mutant Ninja Turtles: Shredder’s Revenge) comprises staff who worked on that prior Ubisoft title. Pleasingly for fans, too, series creator Bryan Lee O’Malley is behind the story on this project. With four-player co-op part of the mix, Scott Pilgrim EX launches in 2026.

Casino Royale’s Le Chiffre comes to Hitman: World of Assassination

With IO Interactive’s James Bond game First Light not arriving until 2026, this reveal was a real treat for fans of 007, and a fun stopgap. Actor Mads Mikkelsen joined IO’s Hakan Abrak on-stage in announcing that his Casino Royale villain Le Chiffre has been added to Hitman: World of Assassination’s Paris level as a limited-time Elusive Target. Players have until July 6 to take him out.

Blighted

Guacamelee studio Drinkbox is behind this visually stylish action RPG, which looks like it’ll scratch the itch of anyone who got deep into Hades but wants something with a fresh twist (or co-op) to play. The setting is described as a ‘psychedelic western nightmare’ by the developers, and a ‘blighted’ mechanic alters the difficulty of the game dynamically depending on how afflicted the player is. It’s coming soon to Steam.

Stranger Than Heaven

First unveiled last year as Project Century, this deeper look at the next project by Like A Dragon developer RGG Studio showed off the game’s 1943 (seemingly) period Japanese setting, as well as its combat and other gameplay elements like moral choices (of the Xbox 360 era ‘spare/kill’ variety).

Considering the last trailer was set in 1915, it would appear to suggest the game takes place across multiple decades. It’s exciting to see this studio trying something a little different, even if some of the parts are superficially similar.

Resident Evil Requiem

The reveal of the ninth mainline Resident Evil game closed the livestream with a bang. Requiem is slightly hard to grasp from this first trailer, perhaps by design: the protagonist is an agent called Grace Ashcroft, and we see several glimpses of the ruins of Raccoon City amid the horrors in this teaser.

No doubt Capcom will gradually put the pieces together in the run-up to its February 27, 2026 release date on PC, Xbox, and PlayStation. It firmly looks like a stylistic follow-up to the first-person hits Resident Evil 7 and Village. On-stage, it was promised the game will feature “high-stakes cinematic action” as well as survival horror.



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June 7, 2025 0 comments
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Project Century: Stranger Than Heaven SGF 2025 trailer is Yakuza L.A. Noire
Game Updates

Project Century: Stranger Than Heaven SGF 2025 trailer is Yakuza L.A. Noire

by admin June 7, 2025


Following the reveal of Project Century during The Game Awards 2024, Sega and Like A Dragon developer Ryu Ga Gotoku Studio showed up to Summer Game Fest 2025 with a new trailer, a new era, and a new name: Stranger Than Heaven. Where the initial trailer looked like early-20th century Judgment, where a detective wandered around a rain-soaked, 1914’s Japanese city, Stranger Than Heaven’s latest trailer is more like RGG Studio’s take on L.A. Noire.

A detective named Mako Daito moodily searches for clues to an unknown mystery in a glitzy city filled with people lost in their pursuit of excess, glamorous nightclubs, rowdy street fights, seedy tenements, and neon-soaked high streets. It looks like RGG Studio is digging more into survival and simulation elements than usual as well. In one brief shot, Mako holds a cigarette as an on-screen tooltip pops up that reads “Draws immense hostility when smoking.” He has hunger and thirst meters, a first for the studio, and makes split-second decisions about what to do in fraught situations, like whether to show a dangerous opponent mercy.

The trailer ends as Mako meets up with an American who’s surprised to find that Mako is Japanese and ends with a dramatic declaration from the detective about how he’s lost sight of himself. The action and setting might be unusual for RGG Studio, but the Yakuza-like melodrama remains the same.

Given the Project Century codename and the fact that the new trailer jumped forward in time by three decades, it seems like a safe bet to assume the story unfolds across, well, the century. RGG had little else to say about Stranger Than Heaven and previously recommended that no one even try to figure out what the game is about.

Stranger Than Heaven is planned for launch in 2026.



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